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Blood Vow

Happiness is success... (Buddha)
Showing posts with label Primaris. Show all posts
Showing posts with label Primaris. Show all posts

Monday, May 07, 2018

Assassin - Part 42 - NeôTęrræ (M51)


Assassin - Part 42 - NeôTęrra (M51)

The black Thunderhawk slowly descended on VTOL. There was no insignia or any markings on the exterior of the gunship. It spun around as it sank down, all weapon systems armed and tracking on full auto. The jets screamed like angered banshees as the landing gear dropped in place just prior to contact with the primordial surface. It was dawn and the crimson sun crested above the soft cerulean sky like a burning orb spat from some ancient forgotten Titan. Here lay the last remains of the palace of Terra. A side hatch of the Thunderhawk spilled open falling hard against the cracked stone beneath it. Statues cut from basalt of gigantic anthropomorphic beasts laid toppled and utterly ruined. The air was crisp and fresh. Dense wild green foliage sprang up in the cracks snaking deep into the ruins. Only the cornerstone of the palace remained having been hewed from a heavy metal ore taken from a meteorite found at one of the frozen poles. The deeply chiseled original Gothic script was unreadable having been totally defaced and in turn the traitorous runes stamped over the venerable script had simply faded away.

Saturday, May 05, 2018

Escalation League 2nd Mission Batrep (500 pts) - Ultramarines vs. Necrons


Narrative
An apothecary (Teclis) has been dispatched to Captain Tieko’s kill team to replace their Lieutenant whom was recently recalled by the Deathwatch. Accolades from their Primarch were received for achieving their last mission goal slaying a Tzneetch Daemon Prince but now they must once again fight in the name of the Emperor. A new objective has been issued. Their bolt rifles are all primed and ready.

Tieko’s kill team has been retrieved from the Eye and redeployed, sent to a secret new location. Tieko has been informed his team will be fighting one of their most hated foes the Necrons.


ULTRAMARINES
Warlord - Captain Tieko
+Warlord Trait: Storm of Fire

Relics -
Santic Halo (Captain Tieko)
Teeth of Terra (Apothecary Teclis)

Psychic Powers (Librarian Thoth) -
Might of Heroes - Null Zone - Smite

Army List (Battalion, 8 CP):

Primaris Captain (Tieko)
+Plasma Pistol - Power Fist

Librarian (Thoth)
+Bolt Pistol - Force Stave

Apothecary (Teclis)
+Teeth of Terra

4x Intercessor - Bolt Rifles - Auxiliary Grenade Launcher
Sergeant - Bolt Rifle

4x Intercessor - Bolt Rifles - Auxiliary Grenade Launcher
Sergeant - Bolt Rifle

4x Scout - Bolt Pistols - Combat Blades
Sergeant - Chainsword

NECRONS (Patrol, 3 CP)
Dynasty - Sautekh

Overlord
+The Abyssal Staff (Relic) /Warlord
Warlord Trait - Enduring Will

5x Immortals
+Gauss Blaster

12x Necron Warrior

Triarch Stalker
+Heat Ray


Mission:
Ultramarines are the attackers and Necrons are the defenders. Ultramarines score a victory point for each enemy unit destroyed and Slay The Warlord. Necrons score a victory point for each unit wholly within the Ultramarines’ deployment zone and Slay the Warlord.

Deployment:
Area is 4’ x 4’.

Ultramarines can deploy up to midway (24") while Necrons can deploy up to 12" from their table edge.

Necrons deploy everything up to the edge of their deployment zone in cover in the middle. I deploy everything except the scouts in a crater just outside of rapid fire range of the Immortals and Warriors. The scouts deploy beside a building away from the Necrons on the right to flank them.

Necrons go first and I fail to seize.

Turn 1:

Necrons-
The xenos all move towards the Ultramarine line.

Necrons elect to focus fire on one squad of Intercessors and Kill three.

Ultramarines-
The scouts move and run (6") forward behind another building and remain out of sight from the xenos. The rest of the Kill team moves up into rapid fire range. Teclis revives one of the fallen Intercessors.

Thoth generates a super Smite and strips 6 wounds from the Triarch Stalker, then successfully casts Might of Heroes on Tieko.

The Ultramarines focus fire on the warriors and drop five of them.


Turn 2:

Necrons-
The Triarch Stalker regenerates one wound. Again the xenos move towards the Ultramarine line inside rapid fire range.

Focused fire destroys the wounded Intercessor squad.

Ultramarines-
The scouts pop out from behind the building in position to shoot and charge the Immortals. The remaining Intercessor squad moves up to rapid fire and charge the Immortals. Thoth moves to the left so that the Triarch Stalker is the closest enemy unit. Tieko moves next to the Triarch Stalker so he can shoot and charge it. Teclis moves behind the Intercessors to support them.

Thoth casts Smite for two mortal wounds and casts Might of Heroes on Tieko.

Tieko supercharges his plasma pistol and strips two wounds from the Triarch Stalker. The rest of the shooting is focused on the Warriors dropping three more.

Tieko charges the Stalker and destroys it. All other charges go into the Immortals, bringing them down to just two remaining. The Immortal losses are pulled such that they are out of combat then the Intercessors consolidate back into them.



Turn 3:

Necrons-
None of the Immortals are reanimated but three Warriors repair. The two Immortals fall back towards my deployment zone while the Overlord and Warriors converge upon Tieko.

Focused fire kills Captain Tieko (Slay the Warlord).

Ultramarines-
All units except Teclis move back towards the Warriors.

Thoth casts Smite and drops two more Warriors. He then casts Might of Heroes on Teclis.

Shooting is focused on the Warriors and drops two more.

Teclis charges the Immortals and destroys them. All remaining units charge the Warriors and kill two more.


Turn 4:

Necrons-
Five Warriors are reanimated then they fall back reaching my deployment zone. The Overlord moves into position to shoot and charge Teclis.

Teclis takes one wound from the Overlord’s staff.

The Overlord charges into Teclis but whiffs and the apothecary inflicts two wounds with the Teeth of Terra.

Ultramarines-
Thoth, the Intercessors and scouts chase after the Warriors. Teclis elects to remain in combat and heals himself back to full health.

Shooting drops three Warriors.

Thoth, the Intercessors and scouts all charge the remaining Warriors bringing them down to five remaining. Teclis then destroys the Necron Overlord for Slay the Warlord and consolidates towards the Warriors.



Turn 5:

Necrons-
Three Warriors are reanimated and they fall back deeper into my deployment zone.

Ultramarines-
All units move towards the last of the Warriors to shoot and engage them. Only two are left standing at the end of the turn.

We roll for a Turn 6 and the game ends.


Game Summary:
I scored one victory point for Slay the Warlord and three more for destroying the Overlord, Triarch Stalker and Immortals. My opponent scored one victory point for Slay the Warlord and another for the Warriors inside my deployment zone. We both also score victory points for having at least 40 percent troops and bringing fully painted armies. I also scored another victory point for lore.

It hurt to lose my Captain but he was my best option to deal with the Triarch Stalker... I failed a bunch of 3++ saves during the next Necron shooting phase after Tieko destroyed the Stalker, even one reroll using a command point. The Apothecary really picked up the slack though destroying two Necron units in melee - Teeth of Terra is legit. Being able to revive wounds was very helpful as well - I’ll keep him for sure.

Sunday, April 29, 2018

Batrep (500 pts) Ultramarines vs. Thousand Sons


I played my first game in an escalation league yesterday fielding a 500 point Ultramarine battalion detachment:

Primaris Captain (Warlord) /forgot to choose a Warlord trait
+Power Fist - Plasma Pistol
+Santic Halo (relic)

Librarian
+Force Stave - Bolt Pistol
+Tome of Malcador (relic)
+Might of Heroes - Psychic Fortress - Smite - Veil of Time

Primaris Lieutenant
+Master-Crafted Stalker Bolt Rifle

4x Scout
+Bolt Pistol - Combat Blade
Sergeant
+Bolt Pistol - Chainsword

4x Intercessor
+Bolt Rifles - Auxiliary Grenade Launcher
Sergeant
+Bolt Rifle - Power Sword

4x Intercessor
+Bolt Rifles - Auxiliary Grenade Launcher
Sergeant
+Bolt Rifle - Power Sword

Background
Primarch Roboute Guilliman has tasked Captain Tieko with leading a newly formed cadre of veteran Ultramarines to take to the field in order to gain more battle experience and develop into a tightly knit team. A Librarian (Ancient Escobar) has been assigned to Tieko to act as an adviser and report back to Ultramar on their progress. Also Lieutenant Cato asked permission to join them which was duly granted by Guilliman. Depending upon their initial success more squads will be deployed to strengthen the battalion. Their Primarch dispatches them to a krone world on the very edge of the Eye to eliminate an ancient threat for their very first mission !


My opponent was fielding a Thousand Sons patrol detachment.

Daemon Prince (Warlord)
+Wings - etc.
+Smite - etc.

Shaman
+Disc
Smite - etc.

15x Tranzagor (sp?)

Vortex Beast

Mission and Deployment
The mission is a special one from Games Workshop. I was the attacker and scored victory points for each unit I killed plus Slay the Warlord. My opponent was the defender and scored victory points for each of his units that ended the game in his deployment zone plus Slay the Warlord. Deployment was adjacent table quarters on a 4’ x 4’ table.

I deployed everything in a forest outside of range from any first turn Smites except for my scouts which I deployed beside a building towards the center of the table to act as a distraction.

My opponent deploys his Tranzagors far back with the Prince, Beast and Shaman towards the front.

I got to go first and there was no Seize.


T1:
Ultramarines - Marines hold their ground while the scouts shuffle to the far side of the building to hide.


kSon - The Daemon Prince, Shaman and Vortex Beast move forward but are outside range to Smite any visible enemy units.


T2:
Ultramarines - The Marines all target the Vortex Beast and strip off six wounds.

kSons - Combined Smites take down all of the scouts.

T3:
Ultramarines - The Marines again all target the Vortex Beast and strip off another two wounds leaving it with only six remaining.

KSons - The daemon prince heals One wound on the Vortex Beast and it regenerates another bringing it back up to eight wounds. All attempts to Smite are denied.

T4:
Ultramarines - All units hold their ground forcing the issue. A Smite from the Librarian gets through and drops the Vortex Beast to five wounds remaining. Combined shooting strips another wound from the Vortex Beast - its bleeding.

kSons - Combined Smites only manage to bring down one Intercessor.

T5:
Ultramarines - All units move so that the Prince is the closest unit. The Librarian inflicts heavy wounds into Daemon Prince with Smite then the Marines follow up with Bolt Rifles and Krak !

kSons - Smites are denied again then the Daemon Prince attempts a desperate charge but the Intercessors destroy it during overwatch for two Victory points (Kill a unit and StWL).

Game ends.


My opponent scores three victory points for having three units within his deployment zone (Shaman, Vortex Beast and Tranzagors). I score another two points for having a fully painted army and lore. I should mention Psychic Fortress worked very well versus enemy Smites and other enemy abilities to inflict mortal wounds.






Thursday, April 26, 2018

Destroyer Sergeant (Hellblaster)


The origins of the Destroyer Squads lay in the conduct of the Unification Wars on Terra in the late 30th Millennium, but surprisingly not with the forces of the Emperor but with the armies of His enemies. Considered dishonourable by some Space Marine Legions who refused to make use of them altogether, the Destroyers were equipped with and expert in the use of otherwise proscribed and forbidden weaponry, including certain weapons of mass destruction like chemical and tactical nuclear weapons.

Alongside certain factions of the Mechanicum, only Astartes Destroyer Squads were sanctioned to use such forbidden weapons within the forces of the Imperium by the Emperor's command. Radiation-based weapons, bio-alchemical munitions and the burning horror of Phospex were amongst the components that comprised the Destroyers' dark arsenal -- weapons which irrevocably tainted the ground on which they were used. During the long nightmare of the Age of Strife, such weapons of mass destruction rendered many once life-sustaining human colonies uninhabitable charnel houses.

Destroyers were marked by their fire-blackened and chem-scalded Power Armour. These Space Marines were often shunned and deemed somehow tainted by their fellow Battle-Brothers in many Legions. This was because Destroyers were considered only a necessary evil of the Great Crusade, although the effectiveness of their relic-weapons in wiping out particularly difficult foes could not be denied.

The drawbacks of using such deadly weaponry was the inevitable physical toll it took on a Legionary's body. Despite their genetically-enhanced Astartes physiology, Destroyer Squad Space Marines often displayed the physical affects of long-term use and proximity to such toxic weaponry, including: radiation-induced cellular degeneration, abnormally pale skin that displayed unhealthy lightning-storms of veins and blood-bruises staining the flesh, yellowed-jaundiced eyes, and aggressive and rare forms of cancer which often resulted in the replacement of the affected organs with augmetic replacements.

Monday, April 23, 2018

Destroyer Cult (Ultramarines) (work-in-progress)

Working on painting my Hellblasters now ! My background for them is as follows:

These squads date all the way back to the Heresy when Cawl first started to create Primaris Space Marines. They were known as Destroyers back during that millennium - their armor pitch black to denote their use of hated weapons dating to the Age of Dark Technology. Rumors kept secret tell they might have been created from the gene seed of the Thunder Warriors. Revived at last from long deep stasis and finally reanimated they still follow their ancient deadly Destroyer protocol to the nth degree... only the original tempering by Guilliman maintains their shallow grip on reality.

Sunday, April 22, 2018

Wednesday, April 18, 2018

Battle Brother Darius of the Néw Órdęr (Ultramarines)

Darius was awoken from the long cold slumber to serve Guilliman at Terra during the final Black Crusade. Seeing his extraordinary combat prowess the Primarch armed the initiate with the Legion’s best suit of icy blue artificied armor and a relic weapon from the dark age of technology. The risen champion Darius slew many champions of Chaos and fought his final duel versus the cloned Abbadon.

Sunday, April 15, 2018

Nû Órdęr color schema (Work-In-Progress)

Working on my last squad of Intercessors... this is true to original scheme I intended to use for this army.

Tuesday, January 30, 2018

Allarus Custodian & Army List: Ultramarines Battlation w. Assassin & Custodes


Here’s my new list - points are tight bringing Custodes along.


++ Battalion Detachment +3CP (Imperium - Space Marines) [85 PL, 1235pts] ++

+ Fast Attack +

Inceptor Squad [20 PL, 236pts]: 3x Inceptor, Inceptor Sergeant, Plasma Exterminator

+ HQ +

Chief Librarian Tigurius [7 PL, 130pts]

Marneus Calgar [10 PL, 200pts]: Terminator Armour

+ Troops +

Intercessor Squad [10 PL, 113pts]: Auxiliary Grenade Launcher, Bolt rifle
. 5x Intercessor
. Intercessor Sergeant: Power sword

Intercessor Squad [10 PL, 113pts]: Auxiliary Grenade Launcher, Bolt rifle
. 5x Intercessor
. Intercessor Sergeant: Power sword

Scout Squad [10 PL, 76pts]
. Scout Sergeant: Bolt pistol, Chainsword
. 4x Scout w/Combat Knife
. Scout w/Heavy Weapon: Heavy bolter

+ Heavy Support +

Hellblaster Squad [8 PL, 165pts]: Plasma incinerator
. 4x Hellblaster
. Hellblaster Sergeant: Bolt pistol

+ No Force Org Slot +

**Chapter Selection**: Ultramarines

Gametype: Matched

+ Elites +

Redemptor Dreadnought [10 PL, 202pts]: 2x Storm Bolters, Heavy Onslaught Gatling Cannon, Icarus Rocket Pod, Onslaught Gatling Cannon

++ Auxiliary Support Detachment -1CP (Imperium - Officio Assassinorum) ++

++ Auxiliary Support Detachment -1CP (Imperium - Officio Assassinorum) [5 PL, 90pts] ++

+ Elites +

Vindicare Assassin [5 PL, 90pts]

++ Patrol Detachment (Imperium - Adeptus Custodes) [34 PL, 673pts] ++

+ HQ +

Shield-Captain [7 PL, 134pts]: Castellan's Mark, Sentinel Blade, Storm Shield

+ Troops +

Custodian Guard Squad [8 PL, 163pts]
. Custodian: Sentinel Blade, Storm Shield
. Custodian: Guardian Spear
. Custodian: Guardian Spear

+ No Force Org Slot +

Open the Vaults (1 Relic)

+ Elites +

Allarus Custodians [13 PL, 264pts]
. Allarus Custodian: Castellan Axe, Misericordia
. Allarus Custodian: Castellan Axe, Misericordia
. Allarus Custodian: Castellan Axe, Misericordia

Vexillus Praetor [6 PL, 112pts]: Guardian Spear, Vexilla Defensor

++ Total: [124 PL, 1998pts] ++

=][=

Friday, January 12, 2018

Making Ultramarine Great Again sans Bobby G


First want to say I don’t use Guilliman and if you do it’s just another Bobby G gun line. Sure the Imperial Primarch is absolutely amazing but as it turns out there are other top notch HQs to choose from for Ultramarines. The points you save can go towards fully fleshing out your army list to keep it competitive in the ever changing meta. I like to build anti meta lists that rely upon synergy between various units and well developed sound tactics. It takes more time and practice to craft an Ultramarine army that does not rely upon Roboute but it can be done. One of the major drawbacks I see inherent to the gun line archetype is its fairly static and if you play in large tournaments such as those run by ITC your army needs to be mobile for optimization to score the maximum amount of points possible. While Maelstrom style missions can be a lot of fun if you like to draw for completely random objectives the missions you’ll see at major events are more in line with Eternal War style - you have a clear set of options to choose from to score objectives.

- Plasma

Plasma is to 8th edition for Space Marines what graviton was to 7th edition. S8/S9 AP4 straight 2 damage with excellent range makes things go away real quick. You’ll notice as review this article I use a lot of ranged plasma weapons for these very reasons.

- HQ and Support Character Selection

My go-to HQ (Warlord) for Ultramarines is Marneus Calgar, their old school original Chapter Master. Marneus has some great buffs and auras plus he’s a real beat stick in melee serving a dual role just like Roboute, providing a stiff deterrent to enemy units that venture too close to your battle lines. Another good choice is the Primaris Captain in Gravis Armor with a boltstorm gauntlet and master-crafted power sword from the Dark Imperium box set. If you have the command points to spare the Primaris Captain can be upgraded to Chapter Master saving a considerable amount of points plus he has the same number of wounds (6) as Calgar and is T5 as well. It’s worth mentioning the master-crafted power sword inflicts a straight damage of two wounds. Marneus has the BIG advantage that he hits on 2+ in melee with the rerolls since his Gauntlets of Ultramar aren’t unwieldy and can swing combat in your favor when he’s slugging away at high toughness enemy units. Calgar also provide two additional command points for battle-forged armies which is a big deal - that’s inherent additional 5 command points! Finally Marneus benefits from the new style Eternal Warrior only ever suffering half damage due to his awesome suit of armor shrugging off wounds like a true champ from enemy lascannons and what not.

Next you need some support characters for additional buffs and my first choice is always Tigurius, Chief Librarian of the Ultramarines. One of his special rules, Master of Prescience, grants an Ultramarines unit within 6" -1 to hit at the start of the enemy shooting phase. If you combine this with the Librarius psychic power Might of Heroes for +1T then suddenly your Redemptor dreadnaught, Repulsor or Agressors are a whole heck of a lot harder to kill. Tigurius can also reroll failed psychic tests and deny twice which gives him a big leg up over any other Librarian. Tigurius is still one of the best psykers in the game and you really need a Librarian to deny enemy psychic powers and reliably cast Smite when you really need to finish off an enemy unit. My other two favorite psychic powers are Null Zone and Veil of Time - Chaos hates on both of these for obvious reasons... heh !

I also regularly field an Apothecary - Primaris Space Marine units have two wounds per model - he helps keep those deadly units like Hellblasters pumping out shots. Another excellent choice is an Ancient which again synergizes very well with Hellblasters... even in death they can still serve for one last fleeting moment. I always take the Standard of the Emperor Ascendent for the greater reliability, it’s well worth it.

See Vindicare Assassin below (via auxiliary support detachment).

- Troops

I am a big of the new Primaris Space Marines and they always serve me well. Chapter Approved was very kind to Primaris Space Marines in general making them even more viable now ! My go-to troop choice is a five to six man squad of Intercessors with the stock bolt rifles (30" range rapid-fire AP1), auxiliary grenade launcher and a power sword for the sergeant. I have come to find that this particular build has made tactical Marines irrelevant to the competitive game - Intercessors are both robust and versatile as are all Primaris Space Marine units in general due to their inherent characteristics. A five man squad is very easy to hide and camp on objectives. They can also dish out the pain in melee versus enemy troops. The grenade launcher is your special weapon with 30" range and a nice selection of ammo such as the krak grenade - S6, AP1 and straight 2 damage.

Next is the tried and true scout squad. You need scouts to serve as a screen to effectively deny the enemy alpha strike. My favorite build is five scouts with camo cloaks for the 2+ armor save in cover, four sniper rifles and a heavy bolter. The heavy bolter is a reliable means to inflict mortal wounds when needed using the Hellfire stratagem while the sniper rifles occasionally score mortal wounds. This squad also synergizes well with the Vindicare Assassin and serves as a fairly resilient meat shield. Scouts are very flexible with more options as compared to tactical Marines and cost less points. Vindicares hit and wound on 2+ inflicting d3 wounds, ignoring invulnerable saves and cover plus AP3 coupled with 60" range. A tandem can take out an enemy character easily in one shooting phase.


Finally it’s important to note that since Intercessors are more robust (i.e., 2 wounds per model) they don’t need to castle up with your core and can serve as a vanguard if necessary. This makes your army more mobile and in turn versatile.

- Heavy Support

To me this slot is the most important and vital when designing a truly competitive army list. My first choice is a six man squad of Hellblasters with the stock plasma incinerator - 30" range rapid-fire, S8 AP4 straight 2 damage when overcharging. Hellblasters make enemy units disappear real fast - to me they are the best heavy support unit for Space Marines. Hellblasters can move and shoot as opposed to a unit such as Devastators giving them another very distinct advantage.

Another great choice is the Predator tank with the Predator cannon turret and lascannon sponsons. It’s fairly cheap points-wise for what it has to offer giving your army the much needed high X long range fire power.

Finally I’ll mention the Repulsor - sure it’s a lot of points but it can lay down the most devastating rounds of fire power when fully loaded and is very survivable - T8 and 16 wounds - it’s the Primaris version of the land raider and is superior in every way. The Repulsor is a grav tank and has the keyword Fly so your opponent can’t easily box it in unlike other tanks on treads. It is a lot of points but every point is worth it due to all its amazing fire power. The grav tank also has the repulsor field which causes a penalty of -2" to enemy units attempting to charge it. Mine has more than once killed multiple enemy units attempting to charge it during one assault phase on overwatch - hilarious !!!

- Elites

Elites are another important slot. My two favorites are the Redemptor dreadnaught fully loaded including the macro plasma incinerator and Agressors. The Redemptor is a true heavy hitter with base 13 wounds. The macro plasma incinerator is S9 AP4 straight two damage when super charging and 36" range plus the 8" move. Aggressors are the Primaris TEQ unit with superior fire power. Aggressors along with Marneus Calgar protect your core and thus serve a vital role.

- Fast Attack

Fast attack is required to make your army more mobile. My go-to choice is a five man squad of Inceptors armed with plasma exterminators. Each gun is d3 shots (2 per Inceptor) for an average of ten shots at 18" range with the sweet 10" move. I feel five are necessary to make them robust and survivable - they are actually superior to Ravenwing Dark Knights if you do the math hammer and can deep strike. Both units are T5 with 2 wounds per model. It’s best to keep this unit out of melee so they can keep shooting, which is what they do best... that said the have the keyword Fly and have the Ultramarines chapter tactic (redundant in this case) so if they are charged by enemy unit they can fall back and keep pulling the triggers.

- Flyers

My go-to flyer is the Stormhawk Interceptor armed with missile launcher, las-talons and assault cannons. This is another highly mobile unit that can lay down lots of suppressing fire power, able to reach a bunkered enemy fire base and annihilate them. This flyer is +1 to versus enemy units with the keyword Fly, which is just evil in and of itself.

- Chapter Tactics

This is why Ultramarines are simply the best now... they can fall back and still shoot. Eighth edition is the most shooty version of the game yet so the more you can shoot the better your odds of winning... shrug off an enemy charge, fall back and pull the trigger again. Raven Guard and Salamanders have solid chapter Tactics as well but Ultramarines are simply the best for these very reasons given.

- Conclusion

So there you have it. Space Marines are still a very competitive army and I’ve provided a detailed list of my most tried and true units, the right Primaris Space Marines units combined with as much ranged plasma you can cram into your army list. My list is not wholly Primaris though and I think that approach is a road to pure folly. There are still plenty of the pre existing Space Marine units such as those I’ve listed above you can draw from to buff your army.... Ultramarines for days !!!